The rain is animated already (I just use the same rain as outside, on a lower layer).
I'll try out the other suggestions though, as I have to fiddle with the icon anyways (the window borders are far too dark).
As for the lighting, I'll make the room dark and then it'll brighten up to show lights are turning on.
As for the window itself casting light Mmmmm. I'll try to get that working properly.
It would look very nice like that. In the meantime, I'm off to the gym.
In response to GreatPirateEra
|
|
In response to Bravo1
|
|
You removed the creeper face DX???
|
In response to Ghost of ET
|
|
Nah, it's still in there. The screens cycle different images every few seconds.
|
In response to Bravo1
|
|
Bravo1 wrote:
Nah, it's still in there. The screens cycle different images every few seconds. O.O are you going to add any more Easter eggs :3? |
In response to Bravo1
|
|
Much, much better. That's a major difference!
|
I just did a bunch of debugging, and now I feel fairly confident that most of the issues of finding quotients and remainders of division have been fixed (as well as testing addition and multiplication quite extensively, too). Specifically, I generated 1,500,000 random pairs of UnsignedDouble objects A, B and computed their quotient and remainder pair (q, r). Then I tested for each that A·q + r = B is true.
This new version should be available on the hub now, but I'm not planning on officially releasing a new version until I've either done some more thorough testing or until I have SignedInteger implemented. Not sure which yet. [Edit] As an aside, it's vaguely tempting to just outright test all possible pairs (A,B) of UnsignedInteger objects, but the question is whether that's really even practical. Consider that each of A, B is allowed to be an integer in the range [0, 232-1], meaning there are 232 possible values. Thus, there are (232)2 = 264 = 18,446,744,073,709,551,616 pairs to test. Even assuming that I could perform 10 million tests per second, that would take 1.845·1012 seconds or approximately 58,500 years. If we were to go back that long ago in time, humans may not even have been using language yet. So yeah, that's gonna get filed under "infeasible" for the time being. |
I thought you said the other boss fight was the only cramped one.
That room looks just as small if not tinier. #FalseAdvertisement |
Yut Put wrote:
omg there is a star under my name Well currently everything's set up in a very "devroom" sort of fashion. I'll see if I can cobble something together in the next few days that isn't just a hodgepodge of rooms and bugs. |
Feed:
- Some tweaks to respawning. - Brutes now destroy crates in their paths. - Fixed a long standing issue where players could die during intermission and not get revived in rare instances. Glowsticks are pretty useful, huh? It's a shame you need to swap out firepower for them. (; Frames, man. Frames! |
Are most of you guys using a public lib to do your lightning? Or is there a simple method that I'm missing out on?
|
Yut Put wrote:
kumorii and i dont use libraries we have a mind link that efficiently sends information at fast speeds Twin Telepathy?? I didnt know you two were brothers 8). |
I haven't really messed with plane based lighting yet. Is there a reason able way to do indoor / outdoor lighting for multiplayer? Walls blocking light, spilling out windows, etc.
|
Yut Put wrote:
Ghost of ET wrote: ^^ My father did run out before I was born so.. Ghost of ET wrote: Yut you look more hipster than kumoii though. Depends on the day, tbh |
In response to Flick
|
|
Flick wrote:
I haven't really messed with plane based lighting yet. Is there a reason able way to do indoor / outdoor lighting for multiplayer? Walls blocking light, spilling out windows, etc. I haven't done it(nor would I really know exactly where to begin) but it is possible as I've seen screenshots of it. I think D4RK3 was the one who posted them. The plane lighting stuff is awesome although somewhat confusing. |
In response to Kumorii
|
|
Kumorii wrote:
Flick wrote: Exactly. The main issue I have with plane lighting is that you can't really have objects that ignore the lighting without them being on a higher plane, and as a result, appearing above objects on the map. D4RK3's got something that seems to pull this off, but I'm not exactly sure how. |
In response to Bravo1
|
|
Bravo1 wrote:
Kumorii wrote: This is my biggest problem with it, too. I made a feature request regarding it awhile back but IIRC it was deemed not feasible. You could make a workaround by adding a cutout lighting overlay for everything you want to ignore the lighting, but that's a lot of overhead for a small feature. |
Yes. Bigger window, darker room, and if there's any lightning that should light up the room a little as well.